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KFbxAxisSystem No effect
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  • gameatp
  • Posted: 08 May 2011 01:52 AM
  • Total Posts: 12
  • Joined: 08 May 2011 08:01 AM

I imported a FBX file, and then extract the data, with the final rendering directx, so I use the following code to the scene of the shaft into directx axis system;

KFbxAxisSystem SceneAxisSystem m_pScene->GetGlobalSettings().GetAxisSystem();
KFbxAxisSystem OurAxisSystem (KFbxAxisSystem:: DirectX);
if (
SceneAxisSystem! = OurAxisSystem)
{
OurAxisSystem
.ConvertScene (m_pScene);
}

But no effect, the final out of the texture is wrong. The following are the maya and I got rendering screenshot:
screenshot in maya
screenshot in directx
1 into 4
Texture problems, so I had to coordinate conversion of V, change the code as follows:

m_pTriUVArray [j]1.0 uvValue.GetAt (1);

This rendered after the change, or a problem, produced a map image, screenshot as follows:
screenshot in directx

I would like to know why ConverScene data do not directly change the whole scene to fit directx rendering, including the UV coordinates, the index sequence, animation, best to have a directx smaple in FBXSDK。Thank you!



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Replies: 0
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  • pakiman
  • Posted: 10 May 2011 07:31 AM

You never mentioned how the file was created, or where it was exported from.

You can’t blame the SDK for the app that created the file.



Replies: 1
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Thank you,I have solved the problem

Author: gameatp

Replied: 10 May 2011 02:22 PM  
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OpenGL puts the origin point (0, 0) at the bottom left of the texture, DirectX puts it at the top left.

That is why you have to alter the second coordinate.



Replies: 2
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Thank you, my method is taken directly to the x coordinate of a negative, so that the index of the vertex order from the CCW into CW. There is a skeletal animation x-coordinate of the translation have to take a negative, rotate the four elements y, z axis have to take a negative, or skeletal animation will go wrong

Author: gameatp

Replied: 10 May 2011 02:21 PM  
/img/forum/dark/default_avatar.png

Thank you, my method is taken directly to the x coordinate of a negative, so that the index of the vertex order from the CCW into CW. There is a skeletal animation x-coordinate of the translation have to take a negative, rotate the four elements y, z axis have to take a negative, or skeletal animation will go wrong

Author: gameatp

Replied: 10 May 2011 02:21 PM